Quote:
Originally Posted by Caryatis
Spell Effect 196 is implemented, it simply doesnt have an entry in spell_effects.cpp to not send that msg.
Code:
#define SE_Strikethrough 196 // implemented
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EDIT
So all I would have to do is add that line for strikethrough here?
Code:
// Handled Elsewhere
case SE_ImmuneFleeing:
case SE_BlockSpellEffect:
case SE_Knockdown: // handled by client
case SE_ShadowStepDirectional: // handled by client
case SE_SpellOnDeath:
case SE_BlockNextSpellFocus:
case SE_ReduceReuseTimer:
case SE_SwarmPetDuration:
case SE_LimitHPPercent:
case SE_LimitManaPercent:
case SE_LimitEndPercent:
case SE_ExtraAttackChance:
case SE_ProcChance:
case SE_StunResist:
case SE_MinDamageModifier:
case SE_DamageModifier:
case SE_HitChance:
case SE_MeleeSkillCheck:
case SE_HundredHands:
case SE_ResistFearChance:
case SE_ResistSpellChance:
case SE_AllInstrumentMod:
case SE_MeleeLifetap:
case SE_DoubleAttackChance:
case SE_DualWieldChance:
case SE_ParryChance:
case SE_DodgeChance:
case SE_RiposteChance:
case SE_AvoidMeleeChance:
case SE_CrippBlowChance:
case SE_CriticalHitChance:
case SE_MeleeMitigation:
case SE_Reflect:
case SE_Screech:
case SE_SingingSkill:
case SE_MagicWeapon:
case SE_Hunger:
case SE_MagnifyVision:
case SE_Lycanthropy:
case SE_NegateIfCombat:
case SE_CastingLevel:
case SE_RaiseStatCap:
case SE_ResistAll:
case SE_ResistMagic:
case SE_ResistDisease:
case SE_ResistPoison:
case SE_ResistCold:
case SE_ResistFire:
case SE_AllStats:
case SE_CHA:
case SE_WIS:
case SE_INT:
case SE_STA:
case SE_AGI:
case SE_DEX:
case SE_STR:
case SE_ATK:
case SE_ArmorClass:
case SE_EndurancePool:
case SE_Stamina:
case SE_UltraVision:
case SE_InfraVision:
case SE_ManaPool:
case SE_TotalHP:
case SE_ChangeFrenzyRad:
case SE_Harmony:
case SE_ChangeAggro:
case SE_Hate2:
case SE_Identify:
case SE_Calm:
case SE_SpellDamageShield:
case SE_ReverseDS:
case SE_DamageShield:
case SE_TrueNorth:
case SE_WaterBreathing:
case SE_MovementSpeed:
case SE_HealOverTime:
case SE_PercentXPIncrease:
case SE_DivineSave:
case SE_Accuracy:
case SE_Flurry:
case SE_AttackSpeed:
case SE_AttackSpeed2:
case SE_AttackSpeed3:
case SE_Purify:
case SE_ImprovedDamage:
case SE_ImprovedHeal:
case SE_IncreaseSpellHaste:
case SE_IncreaseSpellDuration:
case SE_IncreaseRange:
case SE_SpellHateMod:
case SE_ReduceReagentCost:
case SE_ReduceManaCost:
case SE_LimitMaxLevel:
case SE_LimitResist:
case SE_LimitTarget:
case SE_LimitEffect:
case SE_LimitSpellType:
case SE_LimitSpell:
case SE_LimitMinDur:
case SE_LimitInstant:
case SE_LimitMinLevel:
case SE_LimitCastTime:
case SE_LimitManaCost:
case SE_CombatSkills:
case SE_SpellDurationIncByTic:
case SE_TriggerOnCast:
case SE_HealRate:
case SE_SkillDamageTaken:
case SE_SpellVulnerability:
case SE_SpellTrigger:
case SE_ApplyEffect:
case SE_Twincast:
case SE_InterruptCasting:
case SE_ImprovedSpellEffect:
case SE_BossSpellTrigger:
case SE_CastOnWearoff:
case SE_EffectOnFade:
case SE_MaxHPChange:
case SE_SympatheticProc:
case SE_SpellDamage:
case SE_CriticalSpellChance:
case SE_SpellCritChance:
case SE_SpellCritDmgIncrease:
case SE_CriticalHealChance:
case SE_CriticalHealOverTime:
case SE_CriticalDoTChance:
case SE_SpellOnKill:
case SE_CriticalDamageMob:
case SE_LimitSpellGroup:
case SE_ResistCorruption:
case SE_ReduceSkillTimer:
case SE_HPToMana:
case SE_ManaAbsorbPercentDamage:
case SE_SkillDamageAmount:
case SE_GravityEffect:
case SE_IncreaseBlockChance:
case SE_AntiGate:
case SE_Fearless:
+ case SE_Strikethrough
{
break;
}
default:
{
Would that fix the problem?